Search found 41 matches

by SpaceyStrife
Tue Aug 10, 2021 11:53 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153612

Re: Hell-Forged - Version 2.00 (Announcement)

Incredibly hyped for this! I loved the gorgeous sprite work in the first episode and that you made its assets available for public use, and I can't wait to see what creativity stems from this next episode. In terms of level design, something I'd like to see this time around is better and more ...
by SpaceyStrife
Fri Aug 07, 2020 6:34 am
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1185
Views: 458870

Re: [v4 beta] Corruption Cards - Now testing mod support!

Cutmanmike wrote:Assuming that was the "Monster Gang" card? I will look into that.
It was the "monster spawns every 16 kills" card.
by SpaceyStrife
Thu Aug 06, 2020 11:49 pm
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1185
Views: 458870

Re: [v4 beta] Corruption Cards - Now testing mod support!

Just tried out the new version with Final Doomer + Legion of Bones on Standard, and it works like a charm! All of the cards I got worked as described with the custom monsters and weapons, and cards that had the effect of spawning a random monster correctly chose only custom monsters. A couple of odd ...
by SpaceyStrife
Mon Jul 06, 2020 10:27 pm
Forum: Levels
Topic: [Community Sequel] [FINISHED] 40 Monsters Challenge
Replies: 348
Views: 28664

Re: [Community Sequel] 40 Monsters Challenge

Out of curiosity, how does the Icon of Sin factor into the monster count? Is it banned or can it be used for exits so long as there's no spawners for it?
by SpaceyStrife
Thu Jun 25, 2020 5:19 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4991
Views: 681574

Re: Hell-Forged - Final Super-Secret Map Completed (P.391)

I usually don't bother with secret maps, but the fact that you're going out of your way to create an entire set of new monsters specifically for it will make it a worthwhile reward for players (not unlike the infamous cow map from Diablo). Can't wait!
by SpaceyStrife
Mon Mar 30, 2020 1:39 am
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1185
Views: 458870

Re: Corruption Cards - Vanilla Doom, but with twists you cho

Adding on to what stainedofmind talked about, perhaps you could spend health or armor in order to reveal hidden cards, and/or spend even more in order to re-shuffle. I'm not sure how feasible these are with your compatibility goals, but I thought of a few new card effects: - Demons move twice as ...
by SpaceyStrife
Fri Mar 13, 2020 12:41 pm
Forum: Levels
Topic: 384 Challenge
Replies: 5
Views: 1461

Re: 384 Challenge

Thanks guys!

sgrwtr - I enjoyed your map! I hadn't considered what could be done with 3D floors and this manages to be a nice vertical platforming sequence.
by SpaceyStrife
Sat Mar 07, 2020 11:04 pm
Forum: Levels
Topic: 384 Challenge
Replies: 5
Views: 1461

384 Challenge

https://imgur.com/0LtShrP I challenged myself to make a functional level within a 384x384 square. Nothing can exist outside the square, not even monster teleport rooms. It replaces MAP25 of Doom 2. Download (Also attached to this post.) Feel free to make your own maps with this restriction - If you ...
by SpaceyStrife
Mon Jan 27, 2020 10:27 pm
Forum: Gameplay Mods
Topic: Colourful Hell 1.03 now with zandro friendly version included
Replies: 953
Views: 410688

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )

This is my opinion, but I feel that every new skin should be based on the original sprites, otherwise it will be too difficult to tell which monster belongs to which class. The current bestiary being simple recolors of the vanilla monsters has a certain charm to it, and I'd argue that it's what ...
by SpaceyStrife
Mon Dec 09, 2019 5:01 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1195
Views: 443245

Re: [3.2!] FINAL DOOMER +

What would be the best way for an addon wad to check which weapon set the player is currently using? I might be able to try something for the heck of it. EDIT: Here's a proof of concept. https://www.mediafire.com/file/m99b6xvjvkkendy/Zombies_Use_BTSX_Weapons.wad/file Load this alongside the main ...
by SpaceyStrife
Wed Dec 04, 2019 10:59 pm
Forum: Gameplay Mods
Topic: DoomLess
Replies: 31
Views: 26763

Re: DoomLess

I think it'd be more practical for me to create an alternate set of monster spawns for Legion of Bones that only spawns in human-sized undead, otherwise you'll get such oddities as the normal-sized plasma marine in this mod respawning as the much larger Arachnobone. (Assuming that both mods even ...
by SpaceyStrife
Fri Oct 18, 2019 3:01 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705079

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

I think the scattering is fine as long as miniguns have high attack power to compensate. It helps give them a different utility from rifles as a damage sponge killers instead of just feeling like stronger rifles. They also strike me as the type of weapon that's best used with their respective class ...
by SpaceyStrife
Fri Oct 04, 2019 9:05 pm
Forum: Gameplay Mods
Topic: DOOM RPG Monster Variants
Replies: 11
Views: 8431

Re: DOOM RPG Monster Variants

Replacing shotgunners with dogs only works well if the dogs spawn in locations where they can reach the player to bite them - If the shotgunners are on high ledges or sniper points then the dogs become useless. If you wanted to get fancy, you could run a proximity check on Pinky spawners so that ...
by SpaceyStrife
Thu Oct 03, 2019 11:34 pm
Forum: Gameplay Mods
Topic: Legion of Bones [1.05]
Replies: 71
Views: 45964

Re: Legion of Bones [1.05]

Thanks for the feedback! I've put out a new version that should solve those specific issues.
by SpaceyStrife
Mon Sep 30, 2019 1:01 am
Forum: Gameplay Mods
Topic: Legion of Bones [1.05]
Replies: 71
Views: 45964

Re: Legion of Bones [1.04]

I've updated the mod with a minor bugfix to the vanilla Chaingunner's sprites. I haven't played on Double Death in a while so I completely missed it.

Go to advanced search